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Organizing Third Person Character Blueprint

Hello fellow devs,

I’m looking for suggestions in how to organize my 3rd person character blueprint. It’s quickly becoming unwieldy. I started using Collapse Node as a way to improve performance when the character blueprint is open as well as to visually organize better.

Inside the blueprint:

  • Camera functionality
  • Object interactions
  • Movement
  • Etc

Any ideas on better workflow in terms of splitting up player functionality? Is using Collapse Node for each major player functionality the way to go?

thanks in advance…

Also use functions, macros,… https://forums.unrealengine.com/showthread.php?4305-Managing-complexity-in-Blueprints :slight_smile: You could also do the interaction with the objects in the bp of those objects → cast

Thanks for the reply. I did briefly review the Managing complexity wiki, but I should definitely study it more. Yeah, keeping the blueprints inside the objects does seem better and more modular.